This example (22mB) from an unreleased game shows the value of custom shaders and effects.
Lighting is one of the most critical elements in setting the tone for a scene but it is expensive.
By faking light effects inside the shader, the GPU load is reduced and greater control is given to the game designer.
The toggle switch above allows you to see the look of the environment with Markus's custom vertex-lit mobile shaders in effect or
see the results from a common mobile vertex-lit shader.

The torch flames on the walls are also custom built to run on a mobile device.
Markus created artwork plus a custom shader and some C# resulting in each flame's animation being unique,
with no repeat cycle while sharing a common asset.
The torch flame animation and the light flicker are synchronized for maximum effect.

Markus created the moths using a particle system to achieve a non-repeating, lifelike effect.
The lantern glow is also a custom shader.

The mobile shader Markus wrote for the walls also includes a world-space texture channel. The noise image applied to this channel
creates the result that all areas appear unique, even though this scene relies heavily on geometry and texture re-use.
You can see the world-space texture disappear when shader effects are toggled off.

More effects can be seen by clicking on the hero.

The dungeon and character were created by the talented art team at Flaregames.
Markus created all elements related to lighting and effects in this scene including shaders, effects textures, C# and Unity integration.